Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

Shieo - The Coffee Sage [Dojo]

Joined
Aug 12, 2016
Messages
1,057
Yen
1,251,650
ASP
2,965
OOC Rank
S-Rank
Character Name: Shieo

Coffee Sage
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: Kinjutsu, +1 Gen DC
High: Genjutsu DC
Average: Evasion (Dodge), Genjutsu Save, Ninjutsu Accuracy
Low: Melee Accuracy, Ranged Accuracy

OOC Rank: S-Rank

Bloodline/Core Ability: Mechanist
Mechanist (20 Points)
Technician - Passive (2 points)
Restriction- May be purchased twice
Proficient with a variety of crafts, a Mechanist is most adept at keeping those around them guessing their exact capabilities.
Effect: The user gains +1 Accuracy/Genjutsu DC to any Tool, Trap and Poison equipment. After using any Tool/Trap/Poison (Traps are based when set, not triggered), this bonus will apply to any of the users actions made in the following 5 seconds (not just equipment).

High-Tech - Ability Modification (2 points)
Restriction- Requires the Mechanized Weapon ability
The equipment of a Mechanist is always something they take great care in, often designed in such a way to ensure that they are never far from their tools.
Effect: Mechanized Weapon may no longer be taken multiple times, and the effect is replaced as follows; all the user's weapons each gain a single equipment slot (rather than a single weapon 2 slots). This slot may be used for a Trap, Tool and Poison items. Items used in this way require a 12 second cooldown before they may be reused, and the same Item may not be selected for multiple weapons. The user does not need to be equipped with the High-Tech weapon to use its item.

Omnitool - Passive (2 points)
A Mechanist is never satisfied; they seek to refine all sorts of processes ranging from the most mundane to the most bizarre. So too, do they apply this line of thinking to their Jutsu. They may craft a special object designed to cast and maintain jutsu on behalf of its wielder; designed in such a way to, of course, be as efficient on resources as possible. The exact properties this object may have is solely up to its creator; some may have it act as a weapon, while another may create one that alters the area around themselves and others.
Effect: The user has a special gear item that does not take up an equipment slot. The Omnitool is targetable via Called Shot: Weapon, and if 'Broken' becomes unusable. Upon learning this skill, the user must choose up to 5 standard purchasable Ninjutsu or Genjutsu, selected from no more than 3 Subtypes. The user may channel these Jutsu through the Omnitool at 80% of their standard cost, and does not need to pay any maintain costs (the Omnitool will maintain it), however the Omnitool may only channel and maintain a single Jutsu at a time. All other rules remain unchanged.
Note: Chosen Jutsu cannot be of a rank higher than the user. The user does not have to meet purchase requirements (such as X-Jutsu mastered, or having certain affinities). Chosen jutsu may be swapped by unlearning/relearning this CA skill.
Lingering Spark - Kinetic Genjutsu
Advanced Clone - Visual Genjutsu
Reapers Gaze - Visual Genjutsu
Gate of Enma - Non-Elemental
Nature’s Guard - Non-Elemental

Ingenious Action - Dependent Special Move (3 points)
While a Mechanist may be all for complex design and long term goals, they are not incapable of acting sporadically in order to best seize the moment immediately, lest they forever lose an opportunity that presented itself.
Effect: When one of the user's Traps are triggered, the user may reflexively follow up with up with a B-Rank or below action of their choice at +20% CP; this attack does not interrupt their current action. May be used once per round. This is counted as a combo.

Emergency Override - Dependent Special Move (3 points)
Time is precious, and time spent recovering from wounds...or dead...is time that could be better invested into furthering their own grand designs. As such; a Mechanist will take great care to add safeguards to various threats they may face not because of any sense of well-being, but simply because it is inefficient.
Effect: May only be used when equipped with a Mechanized Weapon/High Tech or Empowered Armor. When using a Trap, the user may set it on a special trigger; it will trigger when the user fails their Dodge check against an incoming attack. When triggered, the user will dodge the attack and the trap will target their attacker. This is considered an Activated Auto-Dodge, and has a 15 second cooldown from the time the trap is set. The user pays 1.5 AP and 2% Max CP when the trap is triggered (not when it is set).

Enhanced Trigger - Dependent Special Move (2 points)
Complex design that would stump some people seem to dance to the touch of a Mechanist, working far more effectively; and always just as the Mechanist intends.
Effect: The user may pay 150 CP to add a second "Trigger" to a Trap (if they want to). Once per round, the user may trigger a trap set with Enhanced Trigger for 1% Max CP; the trap will attempt to effect a target of the user's choice instead of its normal target.

Jury Rig - Passive (1 point)
Restriction- May be purchased twice
Quirky innovators, a Mechanist can find value in even what others would consider trash. Afterall; time and resources are valuable, so why not repurpose something rather than build from scratch?
Effect: The user gains 1 'Scrap' each time they use a Trap, Tool or Poison. 3 pieces of 'Scrap' may be used to replicate 1 usage of -ONE- of the following item types even if they do not own it; Trap, Tool or Poison. Taking this passive a second time does not increase the amount of Scrap gained, but allows them to replicate a second Item type.

Deflective Shielding - Independent Special Move (2 points)
A Mechanist may create a device that emits stored chakra into a protective shield the blocks the effects of chakra. This might be through chakra stred in a special mechanism or a special organ designed to react similarly, but the resulting shield is both easy to wield, but unfortunately, weak against stronger forces.
Effect: The user may convert up to 4% of their Max CP into a Barrier that has HP of an equal amount. This barrier blocks Ninjutsu and Genjutsu. Lasts until destroyed, or deactivated for 0.5 AP. If deactivated with HP remaining, Deflective Shielding will not cost CP for its next activation and will recharge to its full HP value at the end of the round (if reactivated before recharging, it will have its previous HP value and not regain HP). If destroyed, there is a 10 second cooldown before Deflective Shielding may be used again.

Chakra Disruption Field - Non-Elemental Ninjutsu (1 point, 1 to rank up) - 2
Restriction- A-Rank and up
Nothing displays a Mechanist's thorough understanding of chakra processes than their capability of utterly shutting it down. Through special 'Sigil' which themselves might be some mechanical device, or a special seal, or some horrific display of biotechnology, a Mechanist can render a designated area inhospitable to chakra, thus forcing it to lose its shape and nature. The field does not restrict chakra from being used completely, nor are the effects instant, but they are one-way; within this field roaring flames generated from chakra steadily dim, clones gradually lose shape and disperse into the elements they are composed of, and even fierce pressure of powerful chakra auras fade away before long. Of course, the effects of this field apply to the Mechanist as well.
Rank 1: Creates a 'Disruption Sigil' with 6000 HP. While active, all maintained Chakra costs are multiplied by x1.5 for any non-Taijutsu maintained effects (does not effect non-chakra maintain costs, such as HP or Natural Energy), and Ninjutsu/Genjutsu which are effected by this may not be maintained longer than 30 seconds.
Rank 2: Creates a 'Disruption Sigil' with 8000 HP. While active, all maintained Chakra costs are doubled for any non-Taijutsu maintained effects (does not effect non-chakra maintain costs, such as HP or Natural Energy), and Ninjutsu/Genjutsu which are effected by this may not be maintained longer than 20 seconds.
Cost: 3 AP, 4500 CP
Note:
- This is an Terrain jutsu.
- Lasts 30 seconds, until the 'Disruption Sigl' is destroyed, or someone else casts their own Terrain jutsu. Once dispeled, this jutsu requires a 10 second cool down before it may be recast.
- Upon activation, the user makes a Stealth checks against all in battle to place the 'Disruption Sigil' unnoticed. If the user succeeds a check, the 'Disruption Sigil' is considered to be in stealth vs those who failed the check. If Chakra Disruption Field is considered a hidden action, then no Stealth check is needed toward the unaware target; unaware targets are automatically unaware.
- There is no check for other Terrain jutsu to dispel this. Instead, any Terrain jutsu cast while this Jutsu is active have a 50% chance to fail (CP spent on the jutsu is lost). If they are cast successfully, Chakra Disruption Field is dispelled and the Disruption Sigil is destroyed. [/quote]

Kinjutsu: Archsage (All jutsu and ranks owned) (Will Genjutsu is Senjutsu Subtype)
Disciples
  • Umashiashikabihikoji (Bear)

    Advanced Shop Battle Related Purchases:
    Abilities:
    0. Shinobi 101 - Non-Elemental to Gen DC
    0. Main Branch - Journeyman
    0. Sentinel - ANBU Branch
    0. Sage Mode
    1. Initiative
    2. Elemental Illusion
    3. Willpower
    4. Mechanized Weapon
    5. Contract Mastery
    6. Strategist
    7. Implacable
    8. Sleight of Hand
    9. Jutsu Mastery
    10. Kinjutsu
    11. Kinjutsu
    12. Kinjutsu

    Major Affinities/Sense Mastery:
    1. Will Genjutsu
    2. Audial Genjutsu
    3. Visual Genjutsu
    4. Kinetic Genjutsu
    5. Water
    6. Fire
    7. Lightning
    8. Wind
    9. Earth
    10. Non-Elemental

    Minor Affinities/Sense Knowledge:
    0. Nothing

    Advanced Elements:
    1. Sand (Major)
    2. Scorch (Major)
    3. Paper (Major)
    4. Shadow (Major)
    5. Mirror (Major)
    6. Photon (Major)
    7. Kinesis (Major)
    8. Dust (Major)
    9. Wood (Major)
    10. Magnetic (Major)

    Strategist Slots
    - Prep Hidden Launcher on Mechanized Weapon (Dimeritium Proto-Arm) (Prep with Serpents Blood for free at no cost due to Hidden Launcher) Triggered For Emergency Override
    - Prep Dimeritium Proto-Arm w/ Plexitism
    - Prep Dimeritium Proto-Arm w/ Twilight Venom
    - Prep Dimeritium Proto-Arm for free basic Sneak Attack (Dimeritium Proto-Arm)
    - Prep Trap (Ninja Wire) with Enhanced Trigger (Once per round, the user may trigger a trap set with Enhanced Trigger for 1% Max CP; the trap will attempt to effect a target of the user's choice instead of its normal target.)

    Inventory & Custom Weapons

    Inventory (5+1 Slots from Item Hoarder)

    Armor
    Light Armor

    Utility
    Respirator

    Miscellaneous
    Pouch - Poison
    Hidden Weapon
    Acid Trap
    Ninja Wire Trap

    Augments Stored
    • Mirage x2
    • Daze
    • Blood rack
    • Lantern

    Custom Weapons
    [table=100,null]

    [tr=bg2]
    [td=null,1]Hiraishin Kunai - Standard
    waiQ1av.png

    Original Art: https://iennidesign.deviantart.com/

    The Hiraishin Kunai is a tool designed to operate as the focal point for Shieo's form of Flying Thunder God technique, or in his case an incomplete version of which. The purpose is to prepare fūinjutsu along the grip of the kunai; this particular technique allows Shieo to focus in on the marking and transport his body at incredible speeds without the risk of traveling too far, or through hazards by navigating with the tool itself. Although the tool looks albeit strange, the design choice was to actuate both balance and power for close and ranged combat.

    Damage Type: Unarmed
    Accuracy: +2
    Damage: -10%
    Special: May use hand-seals
    Mechanized Weapon: Oil Trap

    Augments:[/td]
    [td=null,1]Stance - 疾
    waiQ1av.png

    Original Art: https://iennidesign.deviantart.com/

    When taking this stance, Shieo emphasizes a priority on speed; leaving his movements fluid and swift.

    Damage Type: Unarmed
    Accuracy: +2
    Damage: -10%
    Special: May use hand-seals
    Mechanized Weapon: Acid Trap

    Augments:[/td]
    [td=null,1]Stance - 強
    waiQ1av.png

    Original Art: https://iennidesign.deviantart.com/

    Strength is the fundamental of this stance, seizing opportunity to break a person's defenses and empowering his chakra enhanced strength.

    Damage Type: Piercing
    Accuracy: +2
    Damage: -10%
    Special: +5% Called Shot
    Mechanized Weapon: Ninja Wire

    Augments:
    [/td]
    [/tr]
    [tr=bg1]
    [td=null,1]Stance - 鎧
    waiQ1av.png

    Original Art: https://iennidesign.deviantart.com/

    This stance is designed primarily with defense in mind; however in the field of the Flying Thunder God. Defense is often times just a different form of offense.

    Damage Type: Bludgeon
    Accuracy: +2
    Damage: -10%
    Special: Suppression
    Mechanized Weapon: Great Flare

    Augments:[/td]
    [td=null,1]Stance - 夢
    waiQ1av.png

    Original Art: https://iennidesign.deviantart.com/

    Dreams are often hard to focus in on, when in this stance Shieo is working towards illusions and tricking the foe into a sense of confusion.

    Damage Type: Thrown
    Accuracy: +2
    Damage: -10%
    Special: May use hand-seals
    Mechanized Weapon: Heart-seekers Seal

    Augments:
    [/td]
    [td=null,1]Dimeritium Proto-Arm
    mEwxIwd.jpg


    The Proto-arm is an advanced prosthetic design created by the insurgent forces of the Tennouzan Church; acquired through a search and destroy mission fronted by Shieo. The primary function of the arm is its inherent properties of being made by Dimeritium which in nature consumes and stores chakra within' its confines. While typically dangerous if not refined and processed properly; this particular prosthetic through uncertain means has found a way to make it both safe for the wearer but also a useful tool with its many compartments and tools integrated.

    Damage Type: Puppet
    Accuracy: +2
    Damage: -10%
    Special: Suppression
    Mechanized Weapon: Hidden Launcher

    Augments:[/td]
    [/tr]
    [/table]

    Contracts

    Tsukumogami Contract - Cursed
    Coffee Mug
    HP: (40+lvl) x Player's Chakra Control
    CP: (35+lvl) x Player's Chakra Control
    Class Bonus: -10% Chakra Costs
    High: NInjutsu Accuracy
    Average: Gen Save, Dodge
    Low: Genjutsu DC, Melee Accuracy, Ranged Accuracy
    Mug Mode
    The Mug to Shieo's Coffee, it is a plain steel mug form
    Damage Type: Unarmed
    Accuracy: +2
    Damage: -10%
    Special: May use hand-seals
    Augments:
    Augments Purchased: Here
    Lantern: Here
    Living Artifact - Tsukumogami Contract Passive
    The Tsukumogami; beings that, through some type of infusion of spiritual and natural energy, have 'awoken' to sentience out of normal objects. This contract is widely varied in both appearance and temperance, often having traits akin to the object they were born from. The spirit of a weapon might take a threatening form and be prone to aggression, while one of a mirror might be proud and beautiful.

    Effect:
    - Once per round the contract may be used to replicate the effect of any consumable item (all costs are paid as normal).
    - The user may be considered Cursed; this must be stated in the user's Dojo.
    • Should a character have the Archsage Kinjutsu, their Senjutsu Manipulation ability's alignment becomes this Alignment rather than Holy.

    Identify - Tsukumogami Contract Dependent Special Move
    As the spirits of the Tsukumogami contract were once ordinary objects themselves, they have an instinctual connection to other tools. With a touch, they can understand any object's quality, traits, and history, and can even, as the Tsukumogami like to put it, 'persuade' said objects to not work against them. How exactly this is done, only the Tsukumogami may know.

    Effect: When a target in battle uses an inventory item, the user may pay 1 AP and 500 CP to reflexively attempt to nullify it. This requires a check of the user's choice between the user and the target, and if the user succeeds, the items use is nullified (still counts as a usage) and cannot be used again for a full round.


    Soul Regalia - Tsukumogami Contract Senjutsu
    The unique skill of the Tsukumogami contract, one they are only willing to perform with someone who has earned their respect. In this stage the Tsukumogami shares their power with their ally, pooling their strength together in a way that's stronger than either of their two halves. The Tsukumogami often manifests as intricate glowing robes or armor, or equally detailed weapons.

    Effect: The user transforms into some type of living item, and equips themselves to one willing Player Character (a Tsukumogami contract may only bond with someone who has the Tsukumogami contract, while someone with Sage Mode may choose any willing ally). While bonded;
    • The wielder is considered the alignment specified by Living Artifact.
    • At the start of each round, the caster transfer's HP to their wielder equal to 20% of the damage taken by the wielder the previous round.
    • The caster may grant their wielder up to 3 of their Abilities (if they are a contract), or their full ability list (if they are a PC, excluding Kinjutsu abilities)
    • The wielder's secondary stats are whichever are the highest between themselves and the caster. If the wielder's own secondary's are higher than the caster's, then they gain a +1 bonus.
    In addition to the above, the user chooses one of the below options;
    • Legendary Weapon: The caster chooses one of their own weapons or one of their wielder's, and equips it to their wielder. The wielder is treated as having the Weapon Mastery ability for this weapon type. If the wielder unequips or drops the caster, the caster may requip themselves to them without it costing the wielder's AP (it will only cost the Tsukumogami's AP). Upon equipping themselves to their wielder, if their wielder was in the middle of performing an action, then the action will be completed without interference in any way (such as if they were in the middle of performing a technique requiring handseals).
    • Wondrous Item: The wielder gains the effect of 1 Gear item chosen by the caster. Additionally, the wielder may use the caster's Living Artifact ability to replicate the effects of an item inplace of the caster.
    • Mythic Accessory: The wielder equipped with this item gains the ability to perform the caster's known jutsu list without requiring handseals, or knowing the jutsu themselves. The wielder does not need to meet any jutsu requirements. If used by a PC, cannot share BL/CA/Kinjutsu techniques.
    Special Action: This Senjutsu's timing may be performed instantly upon the below conditions. All other costs are still paid normally.
    • The contract owner summoning this contract. The contract will pay the cost of this jutsu as normal, and automatically equip itself to its summoner upon being summoned.
    • The contract owner entering Sage Mode. The user will pay the cost of this jutsu, and automatically equip themselves to an ally of their choice.
    Cost: 3 AP, 2400 CP/Rnd

    Note:
    - This Senjutsu cannot be forcibly dropped, other than the caster willingly choosing to drop this, or if either the caster or wielder reaches 0 HP or CP.
    - Upon being dispersed, the wielder's and caster's Hp is averaged between them. Neither may surpass their max Hp/Cp ((if they do, both caster and their wielder will have Hp/Cp equal to the lower amount).
    - When sharing abilities, the wielder cannot stack abilities which they already have.
    - Overwrites any other similar combination type techniques, dispelling and/or preventing them.

    While active;
    - The caster may only use up to 1/2 their AP each round.
    - The caster cannot perform any offensive actions or rest. The exception to this is if used by an Archsage, they may still perform their Archsage Jutsu.
    - The caster may only target themselves/their wielder. They are the same entity.
    - The caster and their wielder share Genjutsu senses, Clone limits, Creation limits, etc.
    - The caster may cast supporting jutsu that normally target themselves (Such as clones or buffing taijutsu) on their wielder, do to being the same entity.
    - Actions which target the caster will instead target their wielder.
    Ancient Wisdom - General Contract Ability
    While many contracts are reclusive and rarely show themselves to the outside world, do not make the mistake of assuming them to be unworldly; many contract beasts live lives far longer than humans, and with this age comes experience. Experience that can benefit those who heed its advice.

    Effect:
    - While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
    - Example; the contract with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.
    Healing Factor
    While everyone possess a natural recuperation rate, recovering over time with rest, there exist many who tend to just...keep coming back for more, and don't learn when to give up. Persistent to the end, It is hard to keep those with this trait down for long before they spring back up, regardless of the injury.

    Information:
    Prerequisites: D Rank

    Effect:
    - The user regains 3% Max HP at the beginning of each round.
    - All Medical Jutsu are +10% more effective on the user.

    Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
    Fearless

    Many people fear death above all else, but the shinobi who embraces death as a simple part of the career, they find they have nothing to fear. Without the fear of death itself, there is nothing to fear at all or so the user of this ability feels. They do not fear pain or dying and thus do not fear anyone or anything.

    Information:
    Prerequisites: C-Rank

    Effect:
    - +10% Damage Reduction to all Damage types (includes Illusionary)
    - -1 to Evasion and Gen Save.

    Jutsu


    Bear Contract
    Unko
    HP: (35+lvl) x Player's Chakra Control
    CP: (35+lvl) x Player's Chakra Control
    Class Bonus: +5% Called Shot, +1 Acc
    High: Melee Accuracy
    Average: Gen Save, Dodge, Ninjutsu Accuracy
    Low: Genjutsu DC, Ranged Accuracy
    Paws of Earth-Shattering Destruction and Tyranny...
    Little squish beans, really.
    Damage Type: Unarmed
    Accuracy: +2
    Damage: -10%
    Special: May afflict suppression
    Augments:
    Augments Purchased: Here
    Savage Blow - Bear Contract Passive
    While they may lack the nimble movement of other creatures, when it comes to raw might few can rival the beasts of the bear contract. Each of their strikes carries crushing weight.

    Effect: Whenever the user's attack inflicts Called Shot, Bleeding or Suppression on a target, the victim will also be Suppressed for +.5 Ap. This only applies to non-illusory attacks, and cannot suppress someone beyond the suppression limit.

    Primal Fury - Bear Contract Dependent Special Move
    There are few things that can cause someone to question their own mortality as thoroughly as stumbling across an enraged beast. Regardless if they are a wise sage or brute warrior, all members of the bear contract are capable of channeling their rage to become juggernauts bearing ferocious might.

    Effect: Increases an attack's Cp cost by +30%, but also increases its damage and chance of inflicting Bleed/Suppression/Called Shot by a percentile amount equal to half of the percent of the user's Maximum HP that is missing. The user has a chance of being unable to select a target for this attack equal to bonus of this special move. May be used once per round when above 75% Max Hp, twice per round when between 50%-75% Max Hp, and three times per round when below 50% Max Hp.

    Note(s):
    - Example: If the user is missing 20% of their maximum HP then Primary Fury adds 10% additional damage and a 10% additional chance to inflict Bleeding/Suppression/Called Shots to the attack it is used with.
    This percent is always rounded down to the nearest whole value (11.64% becomes 11%).

    Maul - Bear Contract Senjutsu
    An attack with little actual grace but instead based purely on brute force. Victims are often left torn and mangled beyond recovery.

    Effect: Deals 5500 damage to one target. Each limb has a 10% chance of suffering a Called shot penalty.

    Cost: 3 Ap, 2750 Cp

    Note:
    - Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
    - May only be used once per round, and only when the user is below 50% Max Hp.
    Called Shot
    This ability teaches where all the good spots to aim are. With this ability, you can more easily disable someone, make precise shots, and restrict movement. The 8 types of called shots are: Arms, Legs, Head, Hands, Feet, Neck, Heart, Weapon.

    Information:
    Prerequisites D Rank

    Effect:
    - Called Shots only take half the usual accuracy Penalties.
    - +5% Called Shot chance.
    - User can inflict Broken rank debuffs.
    Initiative
    Whether it be a fight or a race, these people will always take the chance to move ahead of time, before their opponents could even react. Gaining the advantage of surprise to those who would fall behind.

    Information
    Prerequisites: D-Rank

    Effect: The user is capable of prioritizing actions up to a total cost of 1 AP which are modded as 0 AP Timing per round. All costs are paid as normal.

    Notes:

    This may be split between multiple actions.
    This does not include Binds.
    Does not stack with other AP-prioritizing abilities (such as Seikon's Unreal Celerity, or Temporal Strider's World Standstill).
    Earth - Chakra Style
    The user may choose a single effect from Offensive OR Defensive. Re-entering the style at the cost of 0.5 AP allows the user to change effects.

    Prerequisite: 4 Mastered Earth Jutsu
    Offensive:
    • Shatter: Whenever the user uses a Offensive Earth-Based Attack, it has a chance of inflicting Shatter penalty on a limb.
      • Shatter penalty cannot be healed by any means for the remainder of the battle.
      • Shatter raises the called shot of a random limb by 1 level.
      • Called shot level cannot reach Broken status unless the user has the Called Shot ability. Should the random limb selected be one which has maxed out it's Called shot penalty then this has no effect.
      • Base Chance of inflicting Shatter is 5%. May only be increased with Called Shot Chance buffs up to a maximum of 15%.
    • After Quake the user may treat non-maintainable Offensive Earth based jutsu as a maintainable jutsu by paying 70% of the chakra cost per round for a maximum of 2 rounds. Maintaining jutsu this way gives the attacks a -2 penalty to hit the target again and -10% base damage. This effect lasts for up to two rounds and requires a full round of cool down before it may be used again.
    • During the round of cool down the user gains +4% to the secondary effect of Earth Jutsu for every earth jutsu used after the first capping at +16%
    Defensive:
    • Craggy Exterior: Melee Contact against the user has 15% chance of inflicting Suppression against the attacker.
    • Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.
    • Gaia's Veil: Whenever the user performs an Earth-based Action, they gain +0.5 Stealth, capping at +2 Stealth. The user may trade their +2 Stealth for the ability to attempt to enter stealth as a free action.
    • Using the Stealth free action removes the +2 Stealth buff before the Awareness check.
    • This may only be done twice per round.

    Jutsu
 
Last edited:
Re: Shieo - Huh... This is my Dojo?!

Abilities Requested
Illusionist

Possessing natural talent in the arts of Genjutsu, those dedicating themselves to the illusionary techniques will eventually find that their illusions are more powerful, more realistic to the senses and thus harder to disperse.

Information
Prerequisites: D Rank

Effect:
- The user may cast a Genjutsu without being dropped out of Stealth once per round.
- If used against a player with the Clarity ability, there is a 50% chance of negating Clarity during a rounds check.

Blurb:
All the way through the Academy, even my Genin years. I wasn’t necessarily good at anything, mediocre at everything but at the very least capable. Most simply staple the reason is that I’m lazy, lack motivation and spend too much time with my head to the desk in la-la-land. To which, they’re not entirely incorrect.
But in those times that I seemed dazed, zoned in the world other than ours- My mind, I was practicing. Focusing on the intricacies of the world; I found them fascinating and therefore I needed to understand them on a level greater than simply accepting what I saw, ‘was’. So, I worked on making it how I wanted; mold the world I always thought. It was around this time I discovered Genjutsu…
(104)

Clarity
Possessing perception on a heightened level, those gifted with this ability are able to view the surroundings with enhanced clarity, naturally becoming more resistant to the illusory arts.

Information
Prerequisites: C Rank

Effect:
- The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time.
- The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
- This ability cannot be used with Willpower.

Blurb:

Perhaps a month, maybe two after I started to delve into the interesting paths and uses of Genjutsu in my Academy days. I slowly begun to notice things in the world around me that otherwise are considered drifted into the subconscious. Smaller things of course, like the movement of gravel, or how the wind feels against my fingernails; minute enough that you never pay any heed to it otherwise. Through this and some unfortunate mishaps of being afflicted by genjutsu, I begun to understand what was real and what wasn’t; discernable worlds between the sullen reality and the impactful illusions of my fantasies.
(103)

Shattered Reality
As proficient as they are to tricking their foes to fall for their illusions, they can take away their illusions in a snap of a finger. Such action distorts the minds of their prey, mixing in reality and fiction within their selves and inflicting severe mental trauma in the process.

Information
Prerequisites: C-Rank, Must have mastered 3 Genjutsu

Effect: The user may choose to Shatter a Genjutsu which they are maintaining that is active on an opponent. This requires an Genjutsu Attack Roll against the targeted opponent and causes them to suffer 750 / 1,500 / 2,250 / 2,650 / 3,000 / 3,375 Illusionary Damage if the user succeeds. Shattering a Genjutsu costs 0.5 AP, CP equal to 10% of the shattered Genjutsu's initiation cost and immediately ends the shattered Genjutsu regardless of the success of the user's Attack Roll.

Notes:
- Illusionary Damage inflicted by Shatter scales on Rank E / D / C / B / A / S.

Blurb:

Ever ask yourself, why are illusions both extraordinarily deadly; yet so infantile that they can only really make your mind hurt a little bit? Certainly it came to question for myself. So I started playing, for a lack of a better term. You see, illusions are suggestive; they make you see, hear and feel what is and isn’t real. The trick to making sure it hurts more than just the mind. Is make them hurt themselves, fool them into acting rashly and they’ll do the rest for you. Is this cruel and somewhat lazy? Absolutely. Does it work? I said yes once already.
(103)

Elemental Illusion
At a certain point, the users chakra becomes more attuned to a particular element and begins to take on properties of said element. When using Genjutsu to fool the senses of others through chakra, the traits taken on are often magnified within the clouded minds of the victim. Having slightly warm fire-based chakra for example, could cause their target to experience searing burns for example, while earth-based chakra may create a tremor-like sensation.

Information
Prerequisites: D Rank, at least a Minor Affinity to the chosen Element

Effect: The user may choose to have their Genjutsu take on properties of a single Base Element they have a Major Affinity in; only one effect may be active upon the target at a time.
Fire - The victim takes +10% Damage from all damage types.
Wind - Accuracy debuffs inflicted upon the target persist 1 round longer, regardless of their source.
Lightning - The victims actions cost +10% Ap.
Earth - Dodge debuffs inflicted upon the target persist 1 round longer, regardless of their source.
Water - The victim's actions cost +25% Cp.

Blurb:

Truth be told, I was pretty garbage throughout my career with Ninjutsu. I still am to an extent, but I understood and respected the fundamentals and invested some time into the practice and implementation of my chakra into the elements. Inevitably I became affixed in learning the functions of Ninjutsu alongside with Genjutsu. Yes I know, I full-circle a lot to my key interests. But it paid off, while I’m still not amazing with Ninjutsu, it’s an adequate supplementary to my Genjutsu, especially when they really feel like they’re drowning- Or caught on fire. Now if only I could expand on this… Time to hit the books I guess!
(109)

Instructor - Main Branch
Sensei dedicated to their students and genin, these nin are able to bring out the best in their pupils.

Information:
Prerequisites: C Rank

Effect:
- When an ally is in combat with the user of this ability, said allies gain +0.5 Secondary per OOC Rank below the user.
I.E. If the user is an S-Rank and the ally is a E-Rank, the ally gains +2.5 secondaries
- Teaching a [Class] will not fill up one of the user's 4 RP slots. The user is still limited to normal Class Rules, however upon completion of a class, any Students taught by someone with this ability gain a single E-Rank Jutsu of their choice, free.

Notes:
- The player the user has taught must have passed the class from the user.
- The bonus E-Rank Jutsu learned is in addition to other bonuses for taking a class.
- A player receiving the secondary bonus may only receive that bonus from one Player in the battle at a time; going off the highest OOC Ranked user of this ability.

Blurb:

Albeit embarrassing. But throughout my life, school life, Genin-life and eventually Chunin. I never once thought I’d actually end up back to the place that I was scorned for sleeping, ignoring and lollygagging about so often. That is right, I was indoctrinated into the Academy as a teacher of fundamentals and Genjutsu. The latter I understand, fundamentals I’m a bit iffy on. It’s that bloody woman’s fault I tell you. One day I’ll escape the tethers of teaching people my secrets! Woe is me…

Jutsu Expansion
To be able to break a jutsu's limitations and have it act as though it wasn't limited simply to all assumed limitations is the sign of a true master.

Information:
Prerequisites: B-Rank

Effect: Allows the user to increase the rank of a Jutsu and all associated effects with it. Jutsu AP cost is increased by .5AP.

The new OOC rank jutsu (ex: E to D) gain the following values in order of D/C/B/A.

Offensive Jutsu - Damage gains 630/650/2400/2950
Barrier Jutsu - Barrier health gains 565/585/2160/2655
Clone Jutsu - Hp/Cp % increase 10/5/5/10, Increased accuracy of 2/1/3/3

For all the above:
Chakra cost gains 200/280/1470/2000
Secondary Effect % chance gains 6/3/15/27

Note:
- May be used once per round.
- Taijutsu damage and Chakra values gained from this ability are lowered by 25%
- Puppet damage and Chakra values gained from this ability are lowered by 40%
- Genjutsu damage and Chakra values gained from this ability are lowered by 50%
- This ability cannot be used with BL/CA/Kinjutsu moves.
- This ability only works with initially B Rank and lower jutsu.
- The jutsu counts as 1 ooc rank higher and receives all associated restrictions. Eg. B-Rank jutsu being used with this ability will count as an A-Rank jutsu and cannot be used with other abilities or effects which require a B-Rank jutsu or below.

Blurb:

Ha… Bet you people never suspected me! Of all people! To be capable of expanding my ninjutsu and ultimately Genjutsu limits to this extent. Well, join the club cause neither did I. It was mostly a fluke, curiosity killed the cat; or more so took one of my nine lives. I got interested, discovered my affinity to Boil Release and started exploring from there, how to employ the ‘expansion’ of such techniques into other things, implementing it into making my Genjutsu more deadly. Or my other more barbaric methods like Fire more explosive… It works, for the most part.
(99)

Mind Overflow
Skilled illusionists who prefers to dominate their foes through the power of Genjutsu. Overlapping and controlling simultaneous illusions on a person's mind to force their own body to unconsciously follow the illusion, mentally straining themselves and rendering them more vulnerable to the illusions.

Information
Prerequisites: C-Rank, Must have mastered 5 Genjutsu

Effect: Targets effected with the user's Genjutsu take +10% damage from all damage types.

Blurb:

It should be a no-brainer, for a brainer like me to have investigated the methods of increasing and meshing the flow of Genjutsu through the minds of my foes. It’s no surprise to most that I’m by far not a one for one combatant. But in the circumstance that I need to be aiding my allies, or myself in the matter of bad luck; with damaging my opponents. I needed to investigate ways to wither away the defenses of my enemies to better implement injury to them. After all, I work in a trade of killers- Despite any reluctance to admit to it to a persons’ face.
(107)

Shinobi 101
A shinobi's skills are always evolving and growing. As they become more skilled with the various methods and ways of manipulating chakra those with the makings of an exceptional shinobi eventually find unique ways to wield their chakra.

Information:
Prerequisites: C-Rank

Effect: Choose one jutsu sub-type (Fire, Slashing, Offensive puppet, etc) to use with any one other accuracy of your choice. User may apply to change which sub-type of jutsu Shinobi 101 applies to once every 90 days via the normal process for an ability swap in their Dojo Forum.

Note(s):
- Shinobi 101 does not take up an ability slot.
- If the user select's a Base Element for Shinobi 101 then this ability's effects apply only to that Base Element and none of it's Advanced Elements.
- Shinobi 101 also applies to any checks made by jutsu of that type (I.E. a Ninjutsu bind cast with Genjutsu DC would check against the user's Genjutsu DC to maintain rather than the user's Ninjutsu Accuracy) but does not change the Evasion secondary which the attack checks against.

*Vapour to Gen DC*

Blurb:

Vapour techniques have always been interesting to me. Ever since I was a child, heard about and saw them in person inevitably. They were relatively rare like many of the advanced elements, but when your eyes are open you’re more prone to see them.
For me, it wasn’t that it was deadly- Admittedly an added benefit. But when you have something so formless, it reminds me of the mind. Ever changing, adapting and twisting into the places it needs to be.. Sometimes not where it needs to be. When I discovered I had aptitude to the affinity it was both exciting and nerve-wracking. I mean, to have something so potent was a tool I wasn’t sure I could wield safely. But I did, incorporating the methods of Genjutsu, molding what is otherwise intangible to my will. Now, the element of dissolving is mine to wield, just need to be careful haha!
(151)
 
Re: Shieo - Huh... This is my Dojo?!

Inventory & Custom Weapon

Inventory Request
    • Energy Drink x1 Stack (x3 Total Items)
    • Health Pill x1 Stack (x3 Total Items)
    • Kawarimi Target x1 Stack (x1 Total Items)
    • Soldier Pill x1 Stack (x3 Total Items)
    • Signal Flare x1 Stack (x1 Total Items)
    • Smoke Bomb x1 Stack (x3 Total Items)

Custom Weapon
Fluted Gloves said:
XKiGMSl.jpg

Gloves that are otherwise easily seen as generic combat gloves assigned to shinobi of nearly any rank due to their versatility. Shieo had eventually got them modified for 'flutes' a method that he intends to employ with his genjutsu when the time comes (Will be purchasing Augments for this!)

Damage Type: Unarmed
Accuracy: +2
Damage: -10%

Augments:
None, I believe I need to purchase them under Training; correct me if I'm wrong!
 
Re: Shieo - Huh... This is my Dojo?!

Custom Weapon

Creating my 2nd weapon of 4 allowed.
Hiraishin Kunai said:
waiQ1av.png

Original Art: https://iennidesign.deviantart.com/

They differ from a standard kunai in that they have three blades instead of one and the handle (which is thicker than normal) due to the size it aids in the application of fuuinjutsu to the tool. The blades are bit heavier than a normal kunai, and their prongs also make them more deadly in melee fighting; aiding in the application of causing significant wounds when striking an opponent.
Due to the form of the kunai, the application of additions to it's functionality via Fuuinjutsu; has allowed Shieo to equip the kunai with chakra that provides the capability of creating a yellow glow that can illuminate the field in which he combats on; all while, giving Shieo an easier time keeping track of his weapon.

Damage Type: Slashing
Accuracy: +2
Damage: -10%

Augments:
Pending Purchase Here
 
Re: Shieo - Huh... This is my Dojo?!

Shieo said:
Custom Weapon

Creating my 2nd weapon of 4 allowed.
Hiraishin Kunai said:
waiQ1av.png

Original Art: https://iennidesign.deviantart.com/

They differ from a standard kunai in that they have three blades instead of one and the handle (which is thicker than normal) due to the size it aids in the application of fuuinjutsu to the tool. The blades are bit heavier than a normal kunai, and their prongs also make them more deadly in melee fighting; aiding in the application of causing significant wounds when striking an opponent.
Due to the form of the kunai, the application of additions to it's functionality via Fuuinjutsu; has allowed Shieo to equip the kunai with chakra that provides the capability of creating a yellow glow that can illuminate the field in which he combats on; all while, giving Shieo an easier time keeping track of his weapon.

Damage Type: Slashing
Accuracy: +2
Damage: -10%

Augments:
Pending Purchase Here
Shieo said:
Augments (Mirage/Blood Rack/Lantern) will be applied to Hiraishin Kunai when approved / Purchase of Augments found here
Weapon with the earlier purchased augments of Mirage, Blood Rack, and Lantern approved.
Shieo said:
Class Change & New Abilities & Shinobi 101 Change found here
Class change and abilities from the other link also noted.
 
Re: Shieo - Huh... This is my Dojo?!

Shieo said:
Changes [Gear] Update

3 Slots (Keeping Passport, I assume it doesn't take a slot, since it serves 0 combat purpose?)

Approved.
Also, the passport is no longer a part of the battle system at all.
Even when we had the item it still had to be acquired IC with permission from the Raikage, which still stands.
 
Re: Shieo - Huh... This is my Dojo?!

Grandeur Phantom Kinjutsu | Admin Papertrail Here

Class Fix Due to Kinjutsu
This
Phantasmal Duelist [Class Bonus + Vet]
HP: (60+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +10% Slashing Damage, +1 Crit, +1CP Mod
High: Genjutsu DC
Average: Evasion (Dodge), Genjutsu Save, Ninjutsu Accuracy
Low: Melee Accuracy, Ranged Accuracy

To This - Changes in Red
Primordial Dragon [Class Bonus + Vet]
HP: (60+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: Kinjutsu, +1 Gen DC
High: Genjutsu DC
Average: Evasion (Dodge), Genjutsu Save, Ninjutsu Accuracy
Low: Melee Accuracy, Ranged Accuracy

Ability Fix Due to Kinjutsu
Dropping
  • Jutsu Expansion
  • Shattered Reality
  • And I'm just using my A-Rank free slot for the last bit.
 
Re: Shieo - Huh... This is my Dojo?!

Ability Requests
Duelist

While a bit counter to the over-all description of the ability. Shieo was never particularly good, or inherently fond of things like card-games or the like. However throughout his career of being a journeyed shinobi, he had to acquire a set of abilities that bolstered his chances in hand-to-hand combat, and in a sense with his Genjutsu at his side.
Ultimately when one can focus their attentions to a specific target, it grants them a level of alacrity to help determine the next and best choices of action to supplement each move. With this of course, does have its draw-backs, as a user slowly loses their attention towards alternative combatants, but as such. One fights with allies, so it is in their best interest to aid all of their team.

WC = 130

Jutsu Mastery

A master of jutsu can come in any shape and size, after-all. Jutsu fills an extraordinarily broad spectrum of tools and functions that all fall under the scope of jutsu. Shieo inherently has always had a knack for Genjutsu, and up until he started dabbling with the shadows of the alter-egos of himself and those he fought. Did he start to really get focused in some ninjutsu and taijutsu.
Because of his Persona, he had started to learn and figure out the small intricacies of things like the Scorch release that nearly required a higher level of understanding of the techniques to avoid burning themselves out fast. With the guidance of the Persona, he started employing these techniques to all of his skills; with minor adjustments to help accommodate their needs.

WC = 131
 

Current Ninpocho Time:

Back
Top